My only real complaint is the order that turrets attack the gidrahs in. I had a line of 4 going for my base and the towers attacked #2 then 3 then 4 and by that time there were more in range so instead of attacking the closet one to the base they attacked the new ones in range. I think the order should always be the closest one to the main base first.

Currently they latch on to the closest gidrah to the turret and stick with that target until it's dead I need to also sort out a way so that turrets preferentially attack targets that they are better at damaging.

Played through all the levels available so far, good stuff. My one main critique is that it feels like have just a bit too small amount of cash, oh yeah and also it's not quite predictable enough where the titans will go (so I have a difficult time knowing where to build). I'd rather the assist-type buildings (silo, fire-limit building, etc.) just be passive upgrades. I'm always way too short on money anyway to build a building that's just going to increase capacity - I bet you'll find that almost no players use those at all. Because you've got to make sure to end a level with a decent amount of cash as well you're much less likely to build anything that isn't directly helping you. All this adds up to feeling like my bases and research aren't quite as awesome as I want them to be and that I'm mostly winning by luck or just barely.

Hey all, there's a new version up! This is 1.3, and it's got Mars in it! 10 more levels, with 4 new gidrahs, nice new scenery, and a really disgusting boss! The game has been tweaked in a vast number of tweaky ways, and is now using LWJGL 2.5 nightlies, so it might even work on a few more machines. Please note that you'll probably need to start again at level 1 as we've changed rather a lot of things.

+/- coupling of research funds and level budget is strategicly nice but makes it easy to shoot oneself in the foot (starting a level completely broke )+/- Random level generation on "replay level"

- I researched automation, but can't automate collection and reloading- Doing a reload/collect in the middle of some building activity clears the selected build unit, would be nice to just continue building with the last selected unit- Fullscreen crashes on my Win7 Acer- Activation by e-mail-address. Anybody knowing my address can "steal" the game _and_ find out my real address, since it is shown in the start screen!!!

Some nice-to-haves:o Keyboard shortcuts for selecting build units or cycling through attack fronts etc.o "Sell building" feature - accidently building Silos instead of Batteries could be deadly also having to watch your base getting destroyed by a Boss because of all turrents being on the wrong side is rather frustratingo Barricade refill after a certain amount of them is destroyedo Barricades that forces the titans to move around them, so you can build a turret mace o More diversity in GFX like having an actual City to defend.o More obvious effect on Berserk like a glowing screen frame or a shaking screen

So long I enjoyed this very much - hope you have huge success with it and get rich or something

I'm considering restricting the money you can spend on research to 50% of your current budget.

Random level generation is now far less random on subsequent replays. Well, in fact it's identical. You can now optionally play the same level again, at the same difficulty; or generate a new, slightly easier level, losing a little "honour". (In the next release there will be achievements for defeating levels in 1 attempt etc)

Sorry about fullscreen - nothing I can do to fix that - you just need working drivers.

We have a good solution for the email address thing which we're going to implement over the next few weeks.

All buildings and UI elements have keyboard shortcuts already. Hover over them to see the shortcut key.

Still very averse to "Sell" function. The game was sort of fundamentally designed without it. Likewise barricade replenishment - although on later worlds you will receive more of them per level. The barricades never force the gidrahs to move around them, as everything can be bashed down ultimately. The gidrahs leave it to their discretion as to whether to walk around them or bash them down depending on how clever they are and how anxious.

Bezerk effect is a long-term incumbent on the to-do list

We'll never get rich doing it but we might just break even on this one.

Random level generation is now far less random on subsequent replays. Well, in fact it's identical. You can now optionally play the same level again, at the same difficulty; or generate a new, slightly easier level, losing a little "honour". (In the next release there will be achievements for defeating levels in 1 attempt etc)

Still very averse to "Sell" function. The game was sort of fundamentally designed without it. Likewise barricade replenishment - although on later worlds you will receive more of them per level. The barricades never force the gidrahs to move around them, as everything can be bashed down ultimately. The gidrahs leave it to their discretion as to whether to walk around them or bash them down depending on how clever they are and how anxious.

OK, I understand all that, but its still frustrating to sit the last minute of a level with really nothing to do than watching the boss destroying your base. Maybe offer some more extras on low money or some psych stuff letting gidrahs choose a differnt path. Anything that would not let you feel so helpless. In one level most of the gidrahs came from lower left and the boss came from upper right, so I had no chance to build up enough firepower for him.

I'm considering restricting the money you can spend on research to 50% of your current budget.

I would vote for a fixed value like 2000$ or something (maybe dependent on the next level).

Actually I take it back. Leave it like it is - it's a nice struggle to decide to start with enough money or e.g. the new autocollector. It also offers better replay value when you can try the other alternative after loosing.

OK, I understand all that, but its still frustrating to sit the last minute of a level with really nothing to do than watching the boss destroying your base. Maybe offer some more extras on low money or some psych stuff letting gidrahs choose a differnt path. Anything that would not let you feel so helpless. In one level most of the gidrahs came from lower left and the boss came from upper right, so I had no chance to build up enough firepower for him.

Some ideas about that

- Research option "Recycle" that let you recycle X buildings for 80% value or something (ok, this is "sell", but more restricted)

- "Recylce" as an extra. Maybe spawn more of them in boss levels on low money.

- Research option "Relocation", that let you relocate a building or an area (so you can relocate support buildings, too).

- "Relocation" as an extra. Maybe spawn more of them in boss levels on low money.

The latter seems like a fitting addition to me, which would solve "my" problem - but may be a lot of work, especially on relocating an area.

I think a "Sell" button is definitely going to be in there, but not in time for Saturn, as it requires a fairly extensive twiddle of the bottom HUD UI. Sell value of buildings is 40% of their cost, factored against how damaged they are.

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